Hey, you! You liked Blade, right? Check it out.
Dhampir Race
+2 CHA
You take 50% healing from Positive, and double damage from Light. You are considered Undead for the purposes of most effects.
(Yes, the undead race! We're not focusing here on any class(es) in particular for this race of course, but a few areas of specialization for the Dhampir are negative energy spellcasters, particularly ones using Enchantment or Necromancy spells, stealth users, and imbue builds.)
Core 1
+5 Negative Spellpower, +10% move speed while sneaking (Stacks with other sources)
Core 2
STR/INT/CHA
Core 3
+5 Negative Spellpower, +10% move speed while sneaking (+20% Total)
Core 4
STR/INT/CHA
Core 5
+5 Negative Spellpower, +10% move speed while sneaking (+30% Total)
Tier 1:
Undead Nature: 2AP
Immune to Fear & natural disease and poisons. Additionally you gain +10 to saves against magical disease and poisons. (Per Warforged racial ability, Dhampir must invest further into its racial tree in order to benefits from the full suite of undead immunities)
Multiselector: 3 Ranks
Daywalker: Your Positive Healing Penalty is reduced to 40/30/20%, you gain 10/20/30 Healing Amp
Embrace Shadow: +20/30/40 Negative Amp
(Again, this is similar to another Warforged ability. As Dhampir doesn't innately have the same immunity Warforged does, it can also opt to gain healing amp while reducing its racial penalty. This offers slightly more Hamp than Human and Aasimar do in their tier 1, but this is the only ability that grants Hamp, still at a penalty, and for 1 ap more.)
Bloodthirsty Strikes: Imbue Stance 2AP
Weapon strikes with melee add 1d4 negative damage per hit scalingthe higher of 100% negative spellpower or 200% melee power. Enemies that would be healed by this damage are immune instead.
(This is one of the signature abilities of the race, and with the new Imbue system it allows you to put a dark twist on virtually any class that grants imbue dice. Go all in on negative spellpower with a melee Dark Apostate or EK/PM, or warp the holy power of a KOTC Paladin to deal negative damage instead. This also grants access to some other cool stuff higher in the tree.)
3 Ranks: 1/2/3 Fortitude Saves rank 3: 15 Cold & Electric Resist
3 Ranks: Adds +1/2/3 Hide, Move Silently, Heal
(Nothing much to say with these abilities, just some small additional bonuses to spend extra points into.)
Tier 2:
Undead Nature 2: 2AP
Immune to Sleep, Hold Person, Energy Drained, Nauseated, Exhausted, and Paralyzed effects.
You have a permanent Protection from Evil effect (At 7AP total, you now have the full suite of undead immunities, plus a bit extra with the PfE effect)
Multiselector: 3 Ranks
1/2/3 Enchantment or Necromancy DC
(Pick one!)
This space intentionally left blank
3 Ranks: 25/50/75% Fortification
(Cause undead shouldn't get crit)
Arcana: 3 Ranks
25/50/100 Spellpoints
1/2/3 Spell Penetration
(This shows up in a few racial trees. Here it is again!)
Tier 3:
Undead Nature 3: 2AP
You no longer take additional damage from light.
(Now you've gone past just undead, you're extra special!)
Greater Command SLA: 3 Ranks
90/60/30 Mana
30/20/10 Second CD
(You there! Stand still and take no actions!)
Drain Blood: 2 AP Requires Bloodthirsty Strikes
Melee bite attack deals +5 W Damage and heals you for 1d8 negative per character level, scaling with the higher of 100% negative spellpower or 200% melee power and affected by your negative heal amp
(This is one of the cool abilities we mentioned earlier. Adds some class agnostic self-healing that requires you to be engaged in combat in order to use it. )
Multiselector: 3 Ranks
5/10/15 PRR or MRR
2 AP
When hit or missed in combat, there is a small chance you will
reactively turn invisible for a short duration. In addition, while under
the effects of any source of Invisibility, you gain +15% Missile Deflection
(This is from Feydark Illusionist and I'll admit to being a bit lazy with this one. It's being posted here for feedback! Lemme know if you have a better idea.)
Tier 4:
Undead Nature 4: 2 AP
You are no longer knocked unconscious at 0hp and can continue fighting until you have reached your maximum unconsciousness range.
(Who ever heard of a vampire getting knocked out? Push past all your mortal limitations and positive integers!)
Multiselector: 2 AP
When you cast an Enchantment Spell all affected enemies are hit with a Shaken effect.
When you cast a Necromancy Spell all affected enemies are hit with a Fascinated effect.
(Put some Necro into your Enchant, or vice verse)
Vampiric Imbue: 2 AP Requires Drain Blood
Improves your Bloodthirsty strikes imbue. you now heal 1d2 negative per imbue die, scaling with the higher of 100% negative spellpower or melee power and affected by your negative heal amp
(The big one! This might be OP as written, but the idea is to have a small sized die that works with your bonus imbue dice for a self heal on hit. It's not meant to provide infinite sustain!)
This Space intentionally left blank
Multiselector: 2 AP
When you tumble you gain a brief dark discorporation effect
Dark Discorporation SLA
(Turn into a bat and fly away)
Whaddaya think? Is this anything?